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Welcome to Age of Wonders 4’s first Dev Diary!

Hello everyone!

Welcome to Age of Wonders 4’s first Development Diary! Here we’ll talk about the game’s inception, big new features, and what you can expect in the coming months leading up to release on May 2nd! You can wishlist the game on Steam today!

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Inception

First, a bit of history:

The premise and focus of Age of Wonders 4 has been two decades in the making. At the conclusion of 2003’s Age of Wonders Shadow Magic, the warring Wizard Kings were banished from Athla along with the Shadow Demons. We knew that if the stars of game business aligned we’d bring them back, bigger and scarier than before.

After Triumph’s Overlord period came 2014’s Age of Wonders 3. This long-awaited sequel was developed and published independently and was set in a lower-magic era. It saw the rise of the Human Commonwealth’s renaissance empire in the void left by the aforementioned archmages. The scheming Shadowborn plotted to bring back the Wizard Kings and the magical times of old, and in the canon ending, they succeeded!

After joining Paradox, we released Age of Wonders: Planetfall (though development actually started prior to the acquisition). This sci-fi sister game allowed us to experiment with new angles, allowed us to bring the game to a new audience on consoles, and taught us a lot about IP building, ranged combat, meta empire systems and unit mods.

Now, after three and a half years of development, we are ready to announce the newest sequel to the fantasy saga. The biggest Age of Wonders game to date: Age of Wonders 4.

The Return of the Wizard Kings

Age of Wonders 4 starts with the banished Wizard Kings breaking free from their otherworldly prisons. Corrupted by centuries of torment in eldritch domains, they have returned to the world of Athla and now seek other realms that lie within their grasp. Not merely satisfied to reclaim their thrones, they seek to establish themselves as gods over mortals.

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The mortal leaders scramble to rally their populations against the invaders. Choosing to be a mortal champion or one of the returning Wizard Kings, you must master the forbidden arts and prepare for a confrontation the likes of which the universe has never seen; taking the conflict to Athla and other worlds within the Astral Sea.


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Vision

The central theme that emanates through Age of Wonders 4 is Creation; which ties closely to the returning wizard kings with their god-like powers. If AoW3 was autumnal, then AoW4 represents a fresh spring, heralding an age of new beginnings where the magical forces of creation flow freely. This spring theme is actually part of the art style guide, leading to fresher, green and blue tinted color palettes.

The series has always featured a strong in-world player avatar whose empire embodies their traits. With Age of Wonders 4 we take this further with unprecedented faction creation and evolution systems, as well as new ways for players to create realms to conquer. Next to enhanced avatar character creation, you can build your own starting race. Your choice of physical form, culture, traits and magical tome defines your unique race at the start of the game. You can go for an existing trope or create your own unique vision. Mystic Toads, Cannibal Halflings, or Isolated Deep Dwarves are all examples of what is possible. The modular nature of this fantasy race construction set will also make it easier for modders to add content compared to previous games.

But this is only the beginning; our goal is to instill a great sense of progress and agency during the many hours an AoW game takes. No longer stuck in a predefined research/building path determined at the start of the game, you can now evolve your faction in the direction that suits you during play. You rule an empire of your own design, crafting a personal journey.

Gameplay Depth

With each iteration of the Age of Wonders series we have added more gameplay depth: systems that allow players to develop their own strategies and stories through the game; adding agency and replayability. Age of Wonders 4 continues on this path of evolution. Here are some of the new features:

The Tomes of Magic and Other Progression Systems

Players will need to harness the newly unleashed magic to best their rivals. This is done by researching arcane knowledge contained within ancient tomes. We have broken up the game’s “tech tree” into 54 Tomes of Magic, spread over 6 Affinities to the cosmic powers (Order, Chaos, Astral, Materium, Nature and Shadow). Each Tome is centered around a strong theme (Pyromancy, Necromancy, Faith, Teleportation, etc) and includes a number of spells and upgrades for your empire you can then research. You can start with goblin barbarians, and follow the path of Shadow with tomes of necromancy and cryomancy that create a frozen empire of death, or use Nature’s tomes to create an empire that lives in harmony with the creatures of the forests. As well as tomes, you can use the Empire Tree to unlock skills that improve your empire. Each affinity has its own branch that follows a particular playstyle. Chaos focuses on leading armies in wars of conquest, while Order looks to conquer the world through vassalage and diplomacy.

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As you play the game, picking new tomes and skills from the empire tree, your empire will change to reflect your choices. Your unique path and developing Cosmic Affinities affect the spells you use, the cities you build, and the units you field. You control how your people evolve both physically and socially. This all instills a strong sense of progress and roleplaying, while respecting the medieval high fantasy setting.

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New Narrative Engine

New to the game is a narrative engine that laces encounters, diplomacy and many other aspects of the game with narrative flair. How you respond to these events tests your judgment as a leader. The events react to who you are, while immersing you deeper in the living world. Of course, many of the events shine new lights on the universe’s rich lore, while the game’s story missions drive a new epic plot forward.

Intricate Diplomacy and Relations

Diplomacy, both with rival rulers and free cities you encounter on the map, has received a great deal of attention with new types of pacts, grievances and AI personalities to deal with. AIs have better awareness of who you are and their own place in the world.

Cities and Economy

Cities can develop in multiple new ways: we’ve introduced a new province system where population growth directly results in new territory that can be added to your city’s domain, allowing you to shape your domains and expand towards high value locations. Other features include separate production queues for structures and units to ensure that new units can be drafted faster without stalling city development. There are special province improvements for you to build around your cities and a new empire management resource called Imperium. The game’s economy alone will likely be the subject of multiple dev diaries!

Combat and new Siege System

Combat has always been at the heart of the game and is better than ever. There’s a new morale system which can cause units to rout; adding a new dimension to combat. We have added clearly defined unit roles, which make it easier to identify the many units in the game. And, of course, there are a ton of new units and clever abilities that look and animate better than ever.

There are more links between the world map and combat, like narrative event options that impact battles and most importantly a new siege system that takes the preparations to the world map and gives defenders a window to break the siege. More on these things later!


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What’s Next

This is just a short overview of things we’re doing with AoW4. Of course many loved features make a return: multiplayer, underground, heroes and their arsenals; all have seen evolutions big and small. This is a fully loaded sequel!

From the time of this announcement to our release on May 2nd, there will be an intense barrage of development journals and other community activities, where we’ll take a deeper look at the many facets of this game: gameplay features, art, etc. We hope you like what we have to show and we’re looking forward to your feedback.

Check back next week where principal designer Tom Bird is going to take a closer look at the building and evolving factions using the Cosmic Affinities and Tomes of Magic !

If you like what you’ve seen - please Wishlist the game! Thank you!
 
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So I just remembered a few questions I have that I hope the Triumph team will answer in time:
-I remember stagger and taking the enemy's AP away to be a staple of Planetfall's tactics, I wonder how common will stagger and other AP-draining mechanics be in this game? I noticed in that battle in the preview vid that none of the units, even the Fire Giant, seem to cause a stagger or AP-removing effect with their attacks. I am guessing this means AP-drain will be rare outside of certain failed crowd control and debuff checks (i.e. throw net, webbing, throw curse) again?
-How common will damage immunities be this time? Will we see more of them again like in 3? Or will immunities largely be relegated to status immunities and extremely rare and temporary operation/mod/etc. effects like in Planetfall?
-How is flanking handled this time? Will it be a percentage boost to total damage like in Planetfall? Or will it add to each channel separately like in 3?
-I noticed most of the Realm customization settings seem to lack a "Random" option, is there a chance for that to be added later down the line?
-Will there be a star-nosed face option for Mole heroes/leaders, and possibly star-noses on some of the regular Mole units as well?
 
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-I remember stagger and taking the enemy's AP away to be a staple of Planetfall's tactics, I wonder how common will stagger and other AP-draining mechanics be in this game? I noticed in that battle in the preview vid that none of the units, even the Fire Giant, seem to cause a stagger or AP-removing effect with their attacks. I am guessing this means AP-drain will be rare outside of certain failed crowd control and debuff checks (i.e. throw net, webbing, throw curse) again?

In all previous main series Age of Wonders games (except maybe 1? I think even there, though), the default way of taking away AP was to incite retaliation from their units. Afaik PF changed that to a degree due to the prevalence of ranged units, though I haven't played it a ton so I'm not sure. I'm assuming that we'll go right back to taking smart retaliation attacks in order to lock opponents down or leave them unable to attack priority targets.
 
The game looks great!

My wife and I have been playing turn based strategy games and paradox grand strategy with each other, since forever. I started back with the first Warlords game, then MoM and latter of course AoW. My wife have never been into the AoW series, but after seeing the video and reading the dev diary she is also hypped.

Just from seeing the trailer it is almost like we are hiting a new generation of turn based strategy game. It is easy to see how much inspiration that have been drawn from planetfall, but the way that the systems play into each other seems so much more integrated.

The idea to lean a bit more into the story telling is great. AoW have all the pieces for it already, so a story enginee that is able to combine them is great.

It is cool to hear that games we play will have an effect in the future. Like Empire mode became the base game or a rogue lite for turn based games. We have not heard about the pantheon thing yet, but I like the idea of meeting a race or mage I have made in the game again. I think it talks well into the story idea. It makes you feel that each game is part of a larger world or story.

I like how combat seems to be a bit less deadly. First hit was just a bit to importent in Planetfall. In the same way I am happy to see that damagde will decrease when a unit lose models. I think that makes battle more interesting in generel. You can’t use a depleted unit to kill stuff, but they can stand in the way or force their enemy units to use counter or turn around, making them more vulnearble to other attacks.

The race customization looks great. Like. It looks a lot like stellaris with a race and some race trait, a background and two civics. It work great in Stellaris. I am sure it will work nicely here. Perhaps people are going to ask for unique origins at some point. The idea of progressing your research with books seems solid. Especially how it both affect your spells and people. How all this leads build affinity and leads to the Empire Tree. That is a great idea.

I love the wispering stones as a way of integrating neutrals. It just seems very fantasy. Like the rings of power. A gift you give and its magic slowly bring the reciver under your influence. It is such a fantasy troop that it is strange it have not been implemented in a fantasy game before.
 
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This is great news, I can't wait for the full release. I'm really curious if the player Class system will be returned and in what form, and how many playable races we'll get to choose from at release.
 
This is great news, I can't wait for the full release. I'm really curious if the player Class system will be returned and in what form, and how many playable races we'll get to choose from at release.
didn't you watch the announcement video?

well since you're curious, from what we have seen, the class system has been replaced by cultures. 6 cultures revealed so far. they change your starting units and give unique buffs. but you'll also get to define how your people will evolve by picking magic tomes (54 tomes accross multiple tiers (5 tiers i believe)). which i guess you pick upon reaching a research thresold aside from your first pick.
depending on the magic tomes you choose you can transform your people into that of the element you chose. (picking a frost magic tomes enable you to evolve your people into frostlings.(orcs became orcs frostlings in the video)).
and aparently you can also get a super evolution via your alignement to transform all your troops into angels or demons.
as for the races we saw: humans, dwarves, orcs, elves, goblins, tigrans, frogs, rats, moles, halflings. so 10. each with 2 unique changeable traits.
 
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didn't you watch the announcement video?

well since you're curious, from what we have seen, the class system has been replaced by cultures. 6 cultures revealed so far. they change your starting units and give unique buffs. but you'll also get to define how your people will evolve by picking magic tomes (54 tomes accross multiple tiers (5 tiers i believe)). which i guess you pick upon reaching a research thresold aside from your first pick.
depending on the magic tomes you choose you can transform your people into that of the element you chose. (picking a frost magic tomes enable you to evolve your people into frostlings.(orcs became orcs frostlings in the video)).
and aparently you can also get a super evolution via your alignement to transform all your troops into angels or demons.
as for the races we saw: humans, dwarves, orcs, elves, goblins, tigrans, frogs, rats, moles, halflings. so 10. each with 2 unique changeable traits.
Ah actually I didn't, I only seen the 1 minute reveal trailer and didn't know there was a longer video. Thanks for the heads up, going to watch it now.
 
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Before the announcement, I said there was an opportunity to create an ultimate fantasy sandbox, much like Stellaris is the ultimate space sandbox.
I am glad to see the game is very much on the right track. The game have many expandable system like race creation, affinity and origins, which can grow over patches like Stellaris.
 
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Please don't forget to add some sort of "Galactic Empire" game mod, it was amazing in Planetfall.

there already is ...its basically the main game, slightly different than in planetfall but all the hallmarks of the empire mode are in the game and are basically the main game. you have realm creation with different traits, themes / origins and whatnot. you also have a "pantheon system" which allows you to unlock more stuff while you play.
 
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It has been brought to my attention today that AOW4 is coming out this summer.

So here's my favorite question.... How big is the biggest map settings for random map generator?
 
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AoW3 is my most beloved computer game ever (which nears 30 years of playing them). I still play it daily in mp with a friend. Even after thousands of hours (and with quite some nice mods, to be honest) we still encounter situations we never had in exactly that way before. We discussed often, what might be in a possible AoW4 but this (for us surprising) announcement did surpass it all by far. The sheer amount of flexibility hinted at will most certainly make us very happy for years.

Hm... I am a happy person with a good life, but I don't know when I was this happy in years. Thank you :D
 
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